Interleaving story toy

ABSTRACT

Provided are a method, system, and device for electronically telling a story in a predetermined narrative sequence. Alternate story parts may be substituted for each portion of the narrative sequence. Alternate story parts may be selected in accordance with selections made by a user. In the illustrated embodiment, clothing items such as a hat, for example, may be placed on a doll and replaced with different clothing items as the story progresses. As each substitute clothing item is identified, an alternate story part may be selected and substituted for playback in accordance with the identified substitute clothing items. Additional embodiments are described and claimed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A-1C are perspective views of a toy in accordance one embodimentof the present description, and depicted as wearing different clothingarticles.

FIG. 2 illustrates one example of operations of a toy in accordance withone embodiment of the present description.

FIG. 3 is a partial cut away view illustrating interior components ofthe toy of FIGS. 1A-1C.

FIG. 4 is a schematic diagram illustrating selection of alternativestory parts in a narrative sequence of a story.

FIGS. 5A-5C are schematic diagrams illustrating sensor operation toidentify different clothing items placed on the doll head of FIGS.1A-1C.

FIGS. 6A-6C illustrate different sensor actuation device placements fordifferent clothing items.

FIG. 7 is a schematic diagram of a controller for the toy of FIGS.1A-1C.

DETAILED DESCRIPTION

In the following description, reference is made to the accompanyingdrawings which form a part hereof and which illustrate severalembodiments. It is understood that other embodiments may be utilized andstructural and operational changes may be made without departing fromthe scope of the descriptions provided.

FIGS. 1A-1C illustrate one example of an electronic toy 10 which may beoperated to play digital recordings of a story in accordance with oneembodiment of the description provided herein, As described in greaterdetail below, in response to various user selections, portions of thestory being played by the toy 10 may change as the story is being playedin a predetermined narrative sequence comprising a beginning part,followed by at least one intermediate part, and ending with an end part.

In the embodiment of FIGS. 1A-1C, the toy 10 includes a doll 12 in theshape of an animal such as a rabbit. It is appreciated that the doll 12may have other shapes including human and other animal shapes. It isfurther appreciated that the toy 10 may have the overall shape of otherobjects such as trees and flowers and inanimate objects such as books,houses and automobiles, for example, as well as entirely fancifulshapes.

FIG. 2 illustrates one example of operations of a toy, such as the toy10 in response to user selections. In one operation, a user selectionfor a toy is identified (block 20) in a beginning interval. In theillustrated embodiment, the doll 12 has three different hats, a clownhat 22 a, a firefighter's hat 22 b and a cowboy hat 22 c, as shown inFIGS. 1A, 1B and 1C, respectively. As described in greater detail below,a first user selection may be made by placing the clown hat 22 a on thehead 24 of the doll 12 as shown in FIG. 1A. This selection by the usermay be identified by a controller 30 which may be disposed within thebody 32 of the doll 12, as schematically represented in FIG. 3. The doll12 may have a plurality of sensors 40 disposed in the head 24 of thedoll 12 and positioned to sense placement of a particular hat of thehats 22 a, 22 b, 22 c of the head 24 of the doll 12. Signals output bythe sensors 40 may be input by the controller 30 to identify theparticular hat 22 a, 22 b, 22 c placed on the head of the doll 12. It isappreciated that sensors may be used to detect user selection of othertypes of clothing articles and accessories for the doll 12.

FIG. 4 is a timeline depicting a plurality of time intervals 44 a-44 ein a chronological sequence. The sequence of intervals 44 a-44 e occursin connection with the playing of a story in an ordered narrativesequence of story parts indicated as “Chapter 1, Chapter 2 . . . etc.”In the illustrated embodiment, the Chapter 1 story part is directed tothe introduction of a character. The Chapter 2 story part is directed toa description of the story setting. The Chapter 3 story part is directedto an action taken by a character. The Chapter 4 story part is directedto a problem resulting from an action. The Chapter 5 story part isdirected to a resolution of a problem. In the illustrated embodiment,the story parts are played in narrative sequential order, starting witha beginning story part, that is, Chapter 1, followed by intermediatestory parts, that is, Chapters 2, 3, . . . , in order, and ending withan end story party, that is, Chapter 5, in this example. Thus, thenarrative sequence of this embodiment is introduction of a character,followed by a description of the story setting, followed by action takenby a character, followed by a problem resulting from a character'saction, followed by a resolution of that problem. It is appreciated thatother narrative sequences may be utilized in other embodiments.

A first or beginning interval 44 a for identifying a user selection maybe initiated by, for example, turning on the toy 10. The toy 10 may beturned on by closing a suitable switch, for example, to apply power froma batter pack 48 or other suitable power source, to the controller 30.It is appreciated that other events may be utilized to initiate abeginning interval for identifying a user selection.

In response to identifying (block 20) a user selection in a beginninginterval such as the interval 44 a, a beginning or introductory part ofa story may be played (block 50) wherein the beginning part relates tothe selection identified in the beginning interval. Thus, for example,the user may initially select the clown hat 22 a by placing the clownhat 22 a on the doll 12 as shown in FIG. 1A. During the beginninginterval 44 a, the controller 30 may identify this user selection and inresponse, select and playback an introductory story part which relatesto a clown. Such an introductory story part relating to a clown isschematically represented in the timeline of FIG. 4 by a story segmentor part 52 a. Selection of the story part 52 a for playback isrepresented by the tail 54 of an arrow 56.

Alternatively, the user may initially select the firefighter hat 22 b asshown in FIG. 1B. If so, during the beginning interval 44 a, thecontroller 30 may identify this user selection and in response, selectand playback a beginning or introductory story part which relates to afirefighter. Such a beginning story part relating to a firefighter isschematically represented in the timeline of FIG. 4 by a story segmentor part 52 b. Alternatively, the user may initially select the cowboyhat 22 c as shown in FIG. 1C. If so, during the beginning interval 44 a,the controller 30 may identify this user selection and in response,select and playback an introductory story part which relates to acowboy. Such an introductory story part relating to a cowboy isschematically represented in the timeline of FIG. 4 by a story segmentor part 52 c.

The collection of beginning story parts 52 a, 52 b, 52 c form a class ofbeginning story parts designated as the “Chapter 1” class in FIG. 4, inwhich the subject matter of each Chapter 1 story part 52 a, 52 b, 52 cof the Chapter 1 class is a common portion of the narrative sequence. Inthe illustrated embodiment, the common subject matter of a story part ofthe Chapter 1 class introduces a character. It is appreciated that aChapter 1 class may be directed to other types of common subject matter.In accordance with one aspect, one of the alternative beginning storyparts 52 a, 52 b, 52 c may be selected from the Chapter 1 class of storyparts and played back as “Chapter 1” of the ordered narrative sequenceof the story being played.

In another aspect of the description provided herein, alternative storyparts may also be selected and substituted in real time, in response touser selections, as the story is played while maintaining the narrativesequence. Thus, in another operation, a user selection for a toy isidentified (block 60) in an intermediate interval, such as theintermediate interval 44 b. In the illustrated embodiment, the interval44 b for identifying a user selection may be initiated during, forexample, the playback of the beginning story part, that is, the Chapter1 class story part, in this example. It is appreciated that other eventsmay be utilized to initiate an intermediate interval for identifying auser selection.

In response to identifying (block 60) a user selection in anintermediate interval such as the interval 44 b, an intermediate part ofa story may be played (block 62) wherein the intermediate part relatesto the selection identified in the intermediate interval 44 b. Thus, forexample, after the user initially selects the clown hat 22 a in thebeginning interval 44 a, the user may subsequently select thefirefighter hat 22 b by removing the clown hat 22 a and replacing itwith the firefighter hat as shown in FIG. 1B. During the intermediateinterval 44 b, the controller 30 may identify this user selection and inresponse, select and playback an intermediate story part which relatesto a firefighter. Such an intermediate story part relating to afirefighter is schematically represented in the timeline of FIG. 4 by astory part 70 b. Selection of the story part 70 b for playback as theChapter 2 story part of the story is represented by the tail 72 of anarrow 74. Thus, the Chapter 2 story part may describe a story settingrelating to firefighters.

In the illustrated embodiment, the playback of story segment 70 b as theChapter 2 story part of the story, may begin following the terminationof the playback of the story part 52 a as the Chapter 1 story part ofthe story. It is appreciated that in other embodiments, playback of astory segment may be terminated prior to completion of that storysegment, depending upon the particular application.

Alternatively, the user may elect to keep the clown's hat 22 a on asshown in FIG. 1A. If so, during the intermediate interval 44 b, thecontroller 30 may identify this user selection and in response, selectand playback an intermediate story part which relates to a clown as theChapter 2 story part of the story. Such an intermediate story partrelating to a clown is schematically represented in the timeline of FIG.4 by a story part 70 a. Thus, the Chapter 2 story part may describe astory setting relating to clowns.

Alternatively, the user may initially select the cowboy hat 22 c asshown in FIG. 1C. If so, during the intermediate interval 44 b, thecontroller 30 may identify this user selection and in response, selectand playback an intermediate story part which relates to a cowboy as theChapter 2 story part of the story. Such an intermediate story partrelating to a cowboy is schematically represented in the timeline ofFIG. 4 by a story part 70 c. Thus, the Chapter 2 story part may describea story setting relating to cowboys.

The collection of intermediate story parts 70 a, 70 b, 70 c form a classof intermediate story parts designated as the “Chapter 2” class in FIG.4, in which the subject matter of each Chapter 2 story part 70 a, 70 b,70 c of the Chapter 2 class is a common portion of the narrativesequence. In the illustrated embodiment, the common subject matter of astory part of the Chapter 2 class describes a story setting. It isappreciated that a Chapter 2 class may be directed to other types ofcommon subject matter. In accordance with one aspect, one of thealternative intermediate story parts 70 a, 70 b, 70 c may be selectedfrom the Chapter 2 class of story parts and played back as “Chapter 2”of the ordered narrative sequence of the story being played.

The remaining intermediate story parts for intermediate Chapters 3 and 4may be selected and played back in narrative sequential order in amanner similar to that described above. In the example of FIG. 4, theuser has elected to keep the firefighter hat 22 b on the doll asidentified in the next interval 44 c of the chronologically orderedsequence of time intervals. Hence, the next story part selected andplayed is story part 80 b as represented by tail 82 of an arrow 84.Accordingly, Chapter 3 of the story is provided by story segment 80 bwhich relates to a firefighter hat. Thus, the Chapter 3 story part maydescribe action taken by a firefighter.

The collection of intermediate story parts 80 a, 80 b, 80 c form a classof intermediate story parts designated as the “Chapter 3” class in FIG.4, in which the subject matter of each Chapter 3 story part 80 a, 80 b,80 c of the Chapter 3 class is a common portion of the narrativesequence, that is, the description of an action taken by a character. Itis appreciated that a Chapter 3 class may be directed to other types ofcommon subject matter. In accordance with one aspect, one of thealternative intermediate story parts 80 a, 80 b, 80 c may be selectedfrom the Chapter 3 class of story parts and played back as “Chapter 3”of the ordered narrative sequence of the story being played.

Next, in the example of FIG. 4, the user elects to remove thefirefighter hat 22 b and replace it with a clown hat 22 a which isidentified in the next interval 44 d of the chronologically orderedsequence of time intervals. Hence, the next story part selected andplayed is story part 90 a as represented by tail 92 of an arrow 94.Accordingly, Chapter 4 of the story is provided by story segment 90 awhich relates to a clown hat. Thus, the Chapter 4 story part maydescribe a problem resulting from an action related to a clown.

The collection of intermediate story parts 90 a, 90 b, 90 c form a classof intermediate story parts designated as the “Chapter 4” class in FIG.4, in which the subject matter of each Chapter 4 story part 90 a, 90 b,90 c of the Chapter 4 class is a common portion of the narrativesequence, that is, a problem resulting from action taken by a character.It is appreciated that a Chapter 4 class may be directed to other typesof common subject matter. In accordance with one aspect, one of thealternative intermediate story parts 90 a, 90 b, 90 c may be selectedfrom the Chapter 4 class of story parts and played back as “Chapter 4”of the ordered narrative sequence of the story being played.

In the illustrated embodiment, the story has three intermediate storyparts as presented by Chapters 2, 3 and 4. It is appreciated that astory may have a greater or lesser number of intermediate story parts ina narrative sequence, depending upon the particular application.

Following selection of the intermediate story parts in sequential order,in another operation, a user selection for a toy is identified (block100) in an end interval, such as the end interval 44 e. In theillustrated embodiment, the interval 44 e for identifying a userselection may be initiated during, for example, the playback of the lastintermediate story part, that is, the Chapter 4 class story part, inthis example. It is appreciated that other events may be utilized toinitiate an end interval for identifying a user selection.

In response to identifying (block 100) a user selection in anintermediate interval such as the interval 44 b, an end part of a storymay be played (block 102) wherein the end part relates to the selectionidentified in the end interval 44 e. Thus, for example, the user mayelect to subsequently select the cowboy hat 22 c by removing the clownhat 22 a and replacing it with the cowboy hat 22 c as shown in FIG. 1C.During the end interval 44 e, the controller 30 may identify this userselection and in response, select and playback an end story part whichrelates to a cowboy. Such an end story part relating to a cowboy isschematically represented in the timeline of FIG. 4 by a story part 110c. Selection of the story part 110 c for playback as the Chapter 5 storypart of the story is represented by the head 112 of the arrow 94. Thus,the Chapter 5 story part may describe a resolution of a problem relatingto a cowboy.

The collection of end story parts 110 a, 110 b, 110 c form a class ofend story parts designated as the “Chapter 5” class in FIG. 4, in whichthe subject matter of each Chapter 5 story part 110 a, 110 b, 110 c ofthe Chapter 5 class is a common portion of the narrative sequence, thatis, resolution of a problem. It is appreciated that a Chapter 5 classmay be directed to other types of common subject matter. In accordancewith one aspect, one of the alternative end story parts 110 a, 110 b,110 c may be selected from the Chapter 5 class of story parts and playedback as “Chapter 5” of the ordered narrative sequence of the story beingplayed.

In this manner, a complete story from beginning to end may be told bythe toy 10 as represented by the arrows 56, 74, 84 and 94. The story maybe told in narrative sequence, beginning at the first chapter, Chapter1, continuing through Chapters 2, 3 and 4 in order and ending with thefinal chapter, Chapter 5. Thus, in the illustrated embodiment, there are153 (3 to the 5^(th) power) possible story lines resulting from 5chapters and three choices for each chapter in accordance with the userselection of a hat. The number of story lines may vary depending uponthe number of story segments or chapters, and the number of choices foreach segment or chapter. In the illustrated embodiment, the narrativesequence of Chapters 1-5 is introduction of a character, followed by adescription of the story setting, followed by action taken by acharacter, followed by a problem resulting from a character's action,followed by a resolution of a problem. While maintaining this narrativesequence, the story part selected for each chapter may be selected froma class of story parts in which each story part of the class may relateto a common portion of the narrative sequence. Thus, the story partselected from a particular class relates both to the clothing articleselected by the user for that portion of the story as well as to theparticular portion of the narrative sequence for that class.

In one embodiment, the various story parts of each class for eachChapter may be worded in a generic fashion such that a story part forone Chapter relating to one user selection may be substituted withanother story part from the same class for that Chapter but for adifferent user selection and yet maintain a degree of narrativecontinuity as the story progresses from Chapter to Chapter in sequencenotwithstanding changes in the clothing article user selections.

In the illustrated embodiment, the lengths of the story parts of eachchapter class are depicted in FIG. 4 has have the same duration. It isappreciated that story parts of a particular class may vary within aclass such that a story part for one user selection may have a longerduration than the story part for a different user but within the sameclass of story parts. It is further appreciated that the placements anddurations of the various intervals for sending user selections may vary,depending upon the particular application.

In the illustrated embodiment, the sensors 40 may include a plurality ofmagnetically actuated switches 120 a, 120 b, 120 c (FIG. 3) which may beuniquely positioned on the body of the doll 12 to provide dataindicating to the controller 30 the placement of a clothing article onthe doll 12 and the identity of the particular clothing item. Forexample, FIG. 5A is a schematic diagram showing the sensor switches 120a, 12 b, 120 c disposed in three separate, unique locations on the head24 of the doll 12. Furthermore, each hat 22 a, 22 b, 22 c may have asensor activator such as a magnet 130 a, 130 b, 130 c, respectively,disposed in a separate, unique location of the associated hat, as shownin FIGS. 6 a, 6 b and 6 c, respectively. Thus, the clown hat 22 a mayhave a magnet 130 a disposed in the rear of the clown hat 22 a,positioned to be in close physical proximity to the similarly rearpositioned sensor switch 120 a of the doll 12, when the clown hat 22 ais placed on the head 24 of the doll 12 as schematically represented inFIG. 5A. The magnet 130 a is sufficiently close to the sensor switch 120a to close the sensor switch 120 a when the clown hat 22 a is placed onthe clown head 24. Conversely the magnet 130 a is sufficiently far fromthe other sensor switches 120 b, 120 c to not actuate the switches 120b, 120 c. In this manner, the controller 30 can detect by the closure ofone of the switches 120 a, 120 b, 120 c that a hat has been placed onthe head 24 of the doll 12. Furthermore, the controller 30 can identifythe hat as the clown hat 22 a if the closed sensor switch is sensorswitch 120 a.

Similarly, the firefighter hat 22 b may have a magnet 130 b disposed onone side of the firefighter hat 22 b, to be positioned to be in closephysical proximity to the similarly side positioned sensor switch 120 bof the doll 12, when the firefighter hat 22 b is placed on the head 24of the doll 12 as schematically represented in FIG. 5B. The magnet 130 bis sufficiently close to the sensor switch 120 b to close the sensorswitch 120 b when the firefighter hat 22 b is placed on the clown head24. Conversely the magnet 130 b is sufficiently far from the othersensor switches 120 a, 120 c to not actuate the switches 120 a, 120 c.Thus, the controller 30 can identify the hat placed on the doll as thefirefighter hat 22 b if the closed sensor switch is sensor switch 120 b.The cowboy hat 22 c may be identified by the sensor switch 120 c asdepicted in FIG. 5C by placing the cowboy hat magnet 130 c in a uniqueposition such as the other side of the hat 22 c to actuate acorrespondingly uniquely positioned sensor magnet 120 c. It isappreciated that other types of sensors and sensor activators may beused to identify clothing articles being placed on the doll 12. It isfurther appreciate that the locations of the sensors and sensoractuators may vary, depending upon the particular application.

FIG. 7 illustrates one example of a computing environment which may beused with the described embodiments. In this embodiment, the controller30 may comprise a computer 202 which includes a processor 204 (such asone or more central processing units (CPU)), a basic input/output system(BIOS) 206 including code executed by the processor 204 to initializeand control various computer 202 components (e.g., input sensorcircuits, and music and speech synthesizer output circuits) during aboot sequence. In alternative embodiments, the computer components mayinclude a keyboard, display screen, disk drives, serial communications,etc.) The computer 202 includes a memory 208, comprising one or morevolatile memory devices, such as volatile random access memory (RAM), inwhich an operating system 210, an application 211, and one or moredrivers 212, such as a device driver interfacing with an attached device214 a, 214 b . . . 214 n, may be loaded into the memory 208 implementinga runtime environment. In some applications, the memory 208 may furtherinclude nonvolatile memory (e.g., a flash memory, ElectronicallyErasable Programmable Memory (EEPROM), optical disk drives, magneticdisk drives etc.) for storing data such as application data, story partdata, speech data and music data. The nonvolatile memory may in oneembodiment, be removable or updateable to permit substitute applicationdata, story part data, speech data or music data to be provided to thecomputer 202.

Each device 214 a, 214 b, . . . 214 n may comprise any type ofInput/Output (I/O) device internal or external to the body 32 of the toy10, such as the input sensors 40, music and speech synthesizer circuitsetc. As shown in FIG. 3, audio circuits including speech and musicsynthesizer circuits may have an output speaker 220 which may bedisposed inside the body 32 of the doll 12 or in an exterior location.

In other embodiments, the devices 214 a, 214 b, . . . 214 n may comprisea hard disk drive, or a video chipset, for example which may beintegrated on the computer 202 motherboard or on an expansion cardinserted in an expansion slot on the computer 202 motherboard. The BIOS206 may be implemented in firmware in a non-volatile memory device onthe computer 202 motherboard, such as a Flash memory, Read Only Memory(ROM), Programmable ROM (PROM), etc. The BIOS 206 code indicates thesequence of the boot operations. The operating system 210 may comprise asuitable operating system, such as a Microsoft® Windows® operatingsystem, Linux™, Apple® Macintosh®, etc. (Microsoft and Windows areregistered trademarks of Microsoft Corporation, Apple and Macintosh areregistered trademarks of Apple Computer, Inc., and Linux is a trademarkof Linus Torvalds). In the illustrated embodiment, the controller 30including the computer 202 are disposed within the body 32 of the doll12. However, it is appreciated that the controller 30 may comprise anycomputing device known in the art, such as a mainframe, server, personalcomputer, workstation, laptop, handheld computer, telephony device,network appliance, virtualization device, programmable or dedicatedcircuit, etc. Any suitable CPU or processor 204 or operating system maybe used.

Additional Embodiment Details

The described operations may be implemented as a method, apparatus orarticle of manufacture using standard programming and/or engineeringtechniques to produce software, firmware, hardware, or any combinationthereof. The term “article of manufacture” as used herein refers to codeor logic implemented in a tangible medium, where such tangible mediummay comprise hardware logic (e.g., an integrated circuit chip,Programmable Gate Array (PGA), Application Specific Integrated Circuit(ASIC), etc.) or a computer readable medium, such as magnetic storagemedium (e.g., hard disk drives, floppy disks, tape, etc.), opticalstorage (CD-ROMs, optical disks, etc.), volatile and non-volatile memorydevices (e.g., EEPROMs, ROMs, PROMs, RAMs, DRAMs, SRAMs, firmware,programmable logic, etc.). Code in the computer readable medium isaccessed and executed by a processor. The tangible medium in which thecode or logic is encoded may also comprise transmission signalspropagating through space or a transmission media, such as an opticalfiber, copper wire, etc. The transmission signal in which the code orlogic is encoded may further comprise a wireless signal, satellitetransmission, radio waves, infrared signals, Bluetooth, etc. Thetransmission signal in which the code or logic is encoded is capable ofbeing transmitted by a transmitting station and received by a receivingstation, where the code or logic encoded in the transmission signal maybe decoded and stored in hardware or a computer readable medium at thereceiving and transmitting stations or devices. Additionally, the“article of manufacture” may comprise a combination of hardware andsoftware components in which the code is embodied, processed, andexecuted. Of course, those skilled in the art will recognize that manymodifications may be made to this configuration without departing fromthe scope of the present description, and that the article ofmanufacture may comprise any suitable information bearing medium.

The foregoing description of various embodiments has been presented forthe purposes of illustration. It is not intended to be exhaustive or tolimit to the precise form disclosed. Many modifications and variationsare possible in light of the above teaching.

1. A method, comprising: playing a story in a predetermined narrativesequence of story parts comprising a beginning story part followed by atleast one intermediate story part, followed by an end part; wherein saidstory playing includes: identifying a user selection for a toy in afirst interval in a chronological sequence of intervals comprising atleast a beginning interval, followed by at least one intermediateinterval, followed by an end interval; selecting from a class ofbeginning story parts, a particular beginning story part which relatesto the user selection identified in said beginning interval; identifyinga user selection for said toy in an intermediate interval of saidsequence of intervals; selecting from a class of intermediate storyparts, a particular intermediate story part which relates to theselection identified in said intermediate interval; and identifying auser selection for said toy in an end interval of said sequence ofintervals; and selecting from a class of end story parts, a particularend story part which relates to the user selection identified in saidend interval; wherein the selected beginning, intermediate and end storyparts are played in the predetermined narrative sequence.
 2. The methodof claim 1 wherein the toy is in the shape of a doll and each userselection identifying includes identifying a clothing article placed bya user on said doll.
 3. The method of claim 2 wherein the clothingarticle identified in said first interval is a first clothing item andsaid clothing article identified in said intermediate interval is asecond clothing item different from said first clothing item whereinsaid played story has at least one story part related to said firstclothing item and at least one story part related to said secondclothing item.
 4. The method of claim 2 wherein said selecting anintermediate story part includes substituting an intermediate story partrelated to said second clothing article for an intermediate story partrelating to said first clothing item wherein said substitutedintermediate story part relating to said second clothing article isplayed instead of an intermediate story part relating to said firstclothing item.
 5. The method of claim 4 wherein the clothing articleidentified in said end interval is a third clothing item different fromsaid first and second clothing items wherein said played story has atleast one story part related to said first clothing item, at least onestory part related to said second clothing item and at least one storypart related to said third clothing item.
 6. The method of claim 5wherein said selecting an end story part includes substituting an endstory part related to said third clothing article for an end story partrelating to said second clothing item wherein said substituted end storypart relating to said third clothing article is played instead of an endstory part relating to said second clothing item.
 7. The method of claim3 wherein said second clothing article identification in saidintermediate interval includes identifying said second clothing articlein place of said first clothing article.
 8. The method of claim 5wherein said third clothing article identification in said end intervalincludes identifying said third clothing article in place of said secondclothing article.
 9. The method of claim 3 wherein each beginning partof said class of beginning story parts introduces a character related toa clothing article selectable by a user.
 10. The method of claim 2wherein each intermediate story part of said class of intermediate storyparts describes a story setting related to a clothing article selectableby a user.
 11. The method of claim 2 wherein each intermediate storypart of said class of intermediate story parts describes an action takenby a character wherein the action is related to a clothing articleselectable by a user.
 12. The method of claim 2 wherein eachintermediate story part of said class of intermediate story partsdescribes a problem resulting from action taken by a character whereinthe problem is related to a clothing article selectable by a user. 13.The method of claim 2 wherein each end story part of said class of endstory parts describes a resolution of a problem wherein the resolutionis related to a clothing article selectable by a user.
 14. The method ofclaim 2 wherein the clothing article identified in each interval is oneof a plurality of different hats.
 15. A toy, comprising: a plurality ofdifferent clothing articles; a doll having a plurality of sensorspositioned to respond to each clothing article when placed on said doll;a speaker coupled to said doll; and a controller including an inputcircuit coupled to said sensors and an audio output circuit coupled tosaid speaker, wherein said controller has logic adapted to: identify inresponse to said input circuit and said sensors, a clothing article onsaid doll in a first interval; play an introductory part of a storythrough said audio output circuit and said speaker wherein theintroductory part relates to the clothing article identified in saidfirst interval; identify in response to said input circuit and saidsensors, a clothing article on said doll in an intermediate interval;play an intermediate story part through said audio output circuit andsaid speaker wherein said intermediate part relates to a clothingarticle identified in said intermediate interval; and identify inresponse to said input circuit and said sensors, a clothing article onsaid doll in an end interval; and play an end story part through saidaudio output circuit and said speaker wherein said conclusion partrelates to a clothing article identified in said end interval.
 16. Thetoy of claim 15 wherein the clothing article identified in said firstinterval is a first clothing item and said clothing article identifiedin said intermediate interval is a second clothing item different fromsaid first clothing item wherein said played story has at least onestory part related to said first clothing item and at least one storypart related to said second clothing item.
 17. The toy of claim 15wherein said playing an intermediate story part includes substituting anintermediate story part related to said second clothing article for anintermediate story part relating to said first clothing item whereinsaid substituted intermediate story part relating to said secondclothing article is played instead of an intermediate story partrelating to said first clothing item.
 18. The toy of claim 17 whereinthe clothing article identified in said end interval is a third clothingitem different from said first and second clothing items wherein saidplayed story has at least one story part related to said first clothingitem, at least one story part related to said second clothing item andat least one story part related to said third clothing item.
 19. The toyof claim 18 wherein said playing an end story part includes substitutingan end story part related to said third clothing article for an endstory part relating to said second clothing item wherein saidsubstituted conclusion story part relating to said third clothingarticle is played instead of an end story part relating to said secondclothing item.
 20. The toy of claim 16 wherein said second clothingarticle identification in said intermediate interval includesidentifying said second clothing article in place of said first clothingarticle.
 21. The toy of claim 18 wherein said third clothing articleidentification in said end interval includes identifying said thirdclothing article in place of said second clothing article.
 22. The toyof claim 16 wherein said introductory story part being played introducesa character related to the clothing article identified in the firstinterval.
 23. The toy of claim 15 wherein an intermediate story partbeing played describes a story setting related to the clothing articleidentified in the intermediate interval.
 24. The toy of claim 15 whereinan intermediate story part being played describes an action taken by acharacter wherein the action is related to the clothing articleidentified in the intermediate interval.
 25. The toy of claim 15 whereinan intermediate story part being played describes a problem resultingfrom action taken by a character wherein the problem is related to theclothing article identified in the intermediate interval.
 26. The toy ofclaim 15 wherein the end story part being played describes resolution ofa problem wherein the resolution is related to the clothing articleidentified in the end interval.
 27. The toy of claim 15 wherein theclothing article identified in each interval is a hat.
 28. The toy ofclaim 27 wherein a first clothing article is a fire fighter hat, asecond clothing item is a clown hat and a third clothing item is acowboy hat.
 29. The toy of claim 15 wherein each clothing article has amagnet and each sensor includes a magnetic switch responsive to aclothing article magnet when placed in proximity to said switch.
 30. Thetoy of claim 15 wherein the magnet of each clothing article is placed ina different location than the magnet of the other clothing articles. 31.The toy of claim 15 wherein said doll has a body and said controller andspeaker are disposed within said body.